---@class SkillEffect1:BaseSkillEffect
SkillEffect1 = ClientFight.CreateClass("SkillEffect1",ClientFight.BaseSkillEffect)
local t = SkillEffect1
---@param skill FightUsingSkill
function t:releaseSkill(skill)
    local target = skill.target
    local dir = FighterUtils.leftOrRight1(skill.fighter, target);
    local parameter = skill.skill.skillBean .f_SkillScriptParameter
    local dis = Utils.toRatio(parameter[1]);
    local v = target.position.x + dir * dis;
    if (v > Global.FIGHT_INNER_ROUND[2][1]) then
        v = Global.FIGHT_INNER_ROUND[2][1];
    elseif (v < Global.FIGHT_INNER_ROUND[1][1]) then
        v = Global.FIGHT_INNER_ROUND[1][1];
    end
    local vector2 = Vector2(v, target.position.y);
    FighterManager.checkOut(vector2, skill.fighter.shape, Global.FIGHT_INNER_ROUND, false, false);
    skill.targetPosition = vector2
    return false;
end
t.New()